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On November 08 2014 06:13 [PkF] Wire wrote:Show nested quote +On November 08 2014 06:12 DarkPlasmaBall wrote:On November 08 2014 06:11 GinDo wrote:Now that its Stand Alone, we who have WOL and HOTS, what do we get  The satisfaction of lecturing new SC2 players with "Back in my day" stories. I hope it's not "back in the day when SC2 was playable"... It's kinda normal for the new units/mod of current units to look imba as fuck when they're demonstrated for the first time when the game is in alpha tbh
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Wow. Did someone say HYPE
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On November 08 2014 06:12 DarkPlasmaBall wrote:Show nested quote +On November 08 2014 06:11 GinDo wrote:Now that its Stand Alone, we who have WOL and HOTS, what do we get  The satisfaction of lecturing new SC2 players with "Back in my day" stories.
In my day, you had to siege your tanks to harass 
OMG those Tanks, and dat Immortal Nerf 
Imagine Medivac Boost + Tank drop. Terran Reaver.
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Besides all the mind blowing stuff, why change Photon Overcharge to shoot ground only? PvP oracles just got even more ._.
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I love they focus more on the morph mechanic for zerg as they claimed pre-alpha WoL
Zergling can morph to Baneling Roach can morph to Ravager Hydra can morph to Lurker Corrupter can morph to Broodlord
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On November 08 2014 06:12 Killmouse wrote: herc reminds me of zealot with charge haha and i dunno about the cylcon unit seems kinda imba to me and lame like the warhound
It's funny becuase i see it as quite the opposite. Warhound was nothing more than an A-move unit. Cyclone on the other hand is a kiting unit, which tends to be the most micro intensive units. I'm not really a big fan of the locking mechanism, but i think it's safe to say that any unit that can attack while moving, is a unit that allows for a great skill cap.
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On November 08 2014 06:16 rgbAndraxxus wrote:Besides all the mind blowing stuff, why change Photon Overcharge to shoot ground only?  PvP oracles just got even more ._.
Oh God yeah... PvP would be a freakin nightmare...
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I mean, if you think about it a bit philosophically here, there is no reason to say that 12 workers will destroy aggressive play etc. In my opinion, the game should strive to become as "beautifully complicated" as possible with the best gameplay, allowing the best players to win.
No the reason is quite obvious. Let's assume you play protoss, and right now you may be able to invest into a warp prism or an oracle to harass, while staying on 2 bases for a while. Now imagine if you had to take a 3rd base like 3-4 minutes earlier than you normally do. Your focus here is gonna be on making units that allows you to take that base fast. If you invest into lots of infastructure/harass units, you are gonna die to a straight up timing attack if you take a quick 3rd.
When you reduce the ratio of army size/bases then will simultaneously reduce the defederns advantage, which will make gameplay a lot more volatile. Solid players will therefore play extremely turtly in order to be "safe":
I don't think this new economy will stay in the game for very long and I almost expect that this was just a last-minute change they added in to satisfy the competitive community. But very early on, people will realize the consequences this has on gameplay, and it will be reverted.
Starbow is very engagement oriented in terms of improving sc2, and their attempts are great, but I think this can work just as well while keeping the good things from sc2 as well.
I don't understand what you are talking about, and I am not sure we are even on the same page. Starbow hasn't had this economy for a long time, and it would surprise me if you had actually played or watched the game back then. But back then, everyone who played it quickly realized how terrible it was. Honestly, if there is one thing to learn from the Starbow experiment it is that BW economy > SC2 economy >>>>>>> low econ saturation economy
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I am very happy the Immortal is losing it's harden shield.
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Vatican City State35 Posts
The new zerg stuff looks really cool. The only thing that looks bad to me is the new oracle ability because its another anti micro spell.
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Russian Federation163 Posts
luuuuurcker YES! i love hes on BW
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Is there confirmation that the games will start out with 12 workers?
Nothing like sending out two starting workers to proxy buildings from the start of the game ^^;; I'd imagine the maps would have to be pretty big or at least not 2-player maps...
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On November 08 2014 06:18 Hider wrote:Show nested quote +I mean, if you think about it a bit philosophically here, there is no reason to say that 12 workers will destroy aggressive play etc. In my opinion, the game should strive to become as "beautifully complicated" as possible with the best gameplay, allowing the best players to win. No the reason is quite obvious. Let's assume you play protoss, and right now you may be able to invest into a warp prism or an oracle to harass, while staying on 2 bases for a while. Now imagine if you had to take a 3rd base like 3-4 minutes earlier than you normally do. Your focus here is gonna be on making units that allows you to take that base fast. If you invest into lots of infastructure/harass units, you are gonna die to a straight up timing attack if you take a quick 3rd. I don't think this new economy will stay in the game for very long and I almost expect that this was just a last-minute change they added in to satisfy the competitive community. But very early on, people will realize the consequences this has on gameplay, and it will be reverted.
What worries me the most is how painful it can be for P to hold on 4+ bases. If those bases are needed to compete economically... Let's just 2-3 base all-in every game and get more hatred than we already do (though I'm not sure it's possible).
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Well, people asked for radical choices and major revamps. You got it, folks.
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Bases will now mine at maximum efficiency with 12 workers instead of 16 now Starting workers: 12
Wait what in the actual fuck?
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I just feel the need to keep asking this question because there's some misinformation in this thread including the OP. Do we have official confirmation of the 12 worker start and the warpgate changes? If I'm not mistaken that's just rumors from the twitter sources right now, and they have been wrong on other points.
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On November 08 2014 06:18 Feisty wrote: The new zerg stuff looks really cool. The only thing that looks bad to me is the new oracle ability because its another anti micro spell. But is a land mine that you have to walk over. People might use it agressively, but its not like FF or some other lock down.
And there have to be SOME snares and stuns in the game. Its can't be all blink, drop micro and banelings all the time.
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HYPEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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On November 08 2014 05:41 Zealously wrote: What would make SC2 interesting again?
Well you see since the game is pretty much worn out on the one side and balanced, however, rather unpleasant to watch (swarmhosts) on the other, they want to create the "release state" of the game. The exciting new development of tactics. The only way (for them it seems) to do that, is to change most of the timings which is done by the eco change or introduce new units. Like a rearangement of chess pieces. Maybe to reencourage non-pro players aswell. However interesting it might seem to play with this new "board". The game pretty much remains the same. The limit, i.e. the endgame will lead to the same tactics and unit combos. The same boring stalemates.
The only way of re-inventing the game were to do what several pro-players already suggested: Redesign the races - e.g. as cool as warp-in is, as flawed is the mechanic ( I think MaNa or SaSe stated that some year ago, not sure).
But hey, maybe I just lost interest. Don't want to steal your enthusiasm and don't want to take anything away from you guys. I just wanted to express my opinion - which is one of the few scepticals.
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